(→Combos) |
(→Combos) |
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* cl.C / cl.D > df+C (optional) > | * cl.C / cl.D > df+C (optional) > | ||
** Super Ragdoll Toss (hcb hcb + P) | ** (S)DM Super Ragdoll Toss (hcb hcb + P) | ||
** Ragdoll Toss (hcb f + P) | ** Ragdoll Toss (hcb f + P) | ||
** C Overhead Slam (hcf + C) | ** C Overhead Slam (hcf + C) | ||
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* cl.A / cr.A > | * cl.A / cr.A > | ||
** df + C | ** df + C | ||
*** Super Ragdoll Toss (hcb hcb + P) | *** (S)DM Super Ragdoll Toss (hcb hcb + P) | ||
*** Ragdoll Toss (hcb f + P) | *** Ragdoll Toss (hcb f + P) | ||
*** C Overhead Slam (hcf + C) | *** C Overhead Slam (hcf + C) | ||
** Super Ragdoll Toss (hcb hcb + P) | ** (S)DM Super Ragdoll Toss (hcb hcb + P) | ||
** Ragdoll Toss (hcb f + P) | ** Ragdoll Toss (hcb f + P) | ||
** dp + K (point blank) | ** dp + K (point blank) | ||
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* cr.B, | * cr.B, | ||
** Super Ragdoll Toss (hcb hcb + P) | ** (S)DM Super Ragdoll Toss (hcb hcb + P) | ||
** Ragdoll Toss (hcb f + P) | ** Ragdoll Toss (hcb f + P) | ||
Link combo. | Link combo. | ||
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* st.B > | * st.B > | ||
** Super Ragdoll Toss (hcb hcb + P) (Not too far) | ** (S)DM Super Ragdoll Toss (hcb hcb + P) (Not too far) | ||
** Ragdoll Toss (hcb f + P) (Not too far) | ** Ragdoll Toss (hcb f + P) (Not too far) | ||
** df + C | ** df + C | ||
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**** hcf + C (OTG) (Corner) | **** hcf + C (OTG) (Corner) | ||
Ground Pound bug combo. | Ground Pound bug combo. | ||
* Anti-air df+C / CD / air CD / cr.D, hcf + C (OTG) | |||
Must not cancel, otherwise hcf + C will miss because opponent will not be on the floor yet. | |||
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The cr.B link into super is a good way to combo into it without having godly execution. Just perform it like f df | The cr.B link into super is a good way to combo into it without having godly execution. Just perform it like f df d db + B b hcb + P. | ||
Revision as of 14:38, 17 November 2018
Introduction
Goro Daimon was previously known as just "Daimon" before the King of Fighters tournament. The name means "Die, man".
Just before the first KOF tournament, he defeated Goro, prince of Shokan in hand-to-hand mortal combat, taking his namesake as a trophy.
Anyone who could defeat Goro is extremely strong, so as expected, Goro Daimon is a top tier character.
Colors
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Gameplay Overview
Daimon does a ton of damage, has very high priority normals, very effective throw mixups, and is top-tier. Even from an anti-air he can do 30% or so thanks to ground pound OTGs and juggles. He has very good defense (ie takes less damage than average) and is basically a wall of pain. His only disadvantage is that he has a very large sprite. He has combos/tactics that vary from requiring nearly no execution skill to requiring godly execution. He is a decent character for a beginner.
In-depth Analysis
Movelist
Fastest Attacks
- 0F: C throw; D throw; hcb,f+P; hcbx2+P
- 1F: -
- 2F: qcf+K
- 3F: cr.A; df+C
- 4F: cl.A; cl.C; cl.D; st.A; st.B; cr.B; cr.D
- 5F: st.D; cr.C; hcf+A
- 6F: -
- 7F: cl.B
- 8F: dp+K
- 9F: st.C
- 10F: -
Normal Throws
b or f+C - Unbreakable (mashable), forward knockdown, face forward, un-rollable.
b or f+D - Breakable, reverse knockdown, back turned, rollable.
b or f+C (just outside of normal throw range) - Breakable, forward knockdown, back turned, un-rollable.
Combos
As I stated above, his combos range from easy to extremely difficult depending on what you're comboing into.
- cl.C / cl.D > df+C (optional) >
- (S)DM Super Ragdoll Toss (hcb hcb + P)
- Ragdoll Toss (hcb f + P)
- C Overhead Slam (hcf + C)
- cl.A / cr.A >
- df + C
- (S)DM Super Ragdoll Toss (hcb hcb + P)
- Ragdoll Toss (hcb f + P)
- C Overhead Slam (hcf + C)
- (S)DM Super Ragdoll Toss (hcb hcb + P)
- Ragdoll Toss (hcb f + P)
- dp + K (point blank)
- df + C
- cr.B,
- (S)DM Super Ragdoll Toss (hcb hcb + P)
- Ragdoll Toss (hcb f + P)
Link combo.
- st.B >
- (S)DM Super Ragdoll Toss (hcb hcb + P) (Not too far)
- Ragdoll Toss (hcb f + P) (Not too far)
- df + C
- Anti-air df+C / CD / air CD / cr.D >
- qcb + B / qcf + B (miss) / dp + K (miss) / hcb f + P (miss),
- A Ground Pound (dp + A) (OTG)
- hcf + C (OTG) (Corner)
- A Ground Pound (dp + A) (OTG)
- qcb + B / qcf + B (miss) / dp + K (miss) / hcb f + P (miss),
Ground Pound bug combo.
- Anti-air df+C / CD / air CD / cr.D, hcf + C (OTG)
Must not cancel, otherwise hcf + C will miss because opponent will not be on the floor yet.
- Anti-air df + C > A Overhead Slam (hcf + A)
Depending on distance you don't need to cancel to combo, you may follow with hcf + A after recovering. In fact in some situations you can trade and still do the hcf + A after recovering :)
- Counter-hit: Anti-air df + C > qcb + B, df + C > A Overhead Slam (hcf + A)
The cr.B link into super is a good way to combo into it without having godly execution. Just perform it like f df d db + B b hcb + P.
It is possible to perform his Ground Pound (dp + A) on the opponent's wakeup with such timing that it cannot be blocked. Here is a list of unblockable Ground Pound setups after various moves for different characters: unblockable Ground Pound setups